In the current build I find navies aren't that useful, because they don't do enough damage to cities
I agree ships of the line can be useful, but I also agree with Ahriman that England already has a fantastic naval advantage with the +2 movement speed, which is especially a huge bonus to embarked movement. I do enjoy playing them as a naval civ.
I really meant more the English frigates' greater speed vs other civs' ironclads - so combined with the closer strength they can still put up a fight. But yeah ironclads really do feel like they need a buff anyway.Ironclads and Frigates actually have the same movement speed with the Combat mod. (The difference is Ironclads are 130%, 115%, 140%, no oceans, much later tech. I've been thinking about making them equally cost-effective as frigates.)
In particular, naval warfare is not especially thrilling in CiV because of the limited number of pre-Modern ship classes. Against opponents of around the same tech level, SotL's will only ever face one unit type - Frigates.Thalassicus said:These units have always felt like support, not the primary force of an army. They cannot capture, create, or develop cities, don't benefit from things like terrain bonuses or great generals, have limited promotion capability, no buildings to increase their base experience (in V), and so on.
England does still retain the most powerful navy with +2. This doubles early embarkation speed, making sea a faster method of transport than land for all unit classes. Their Frigates also move +40% faster, so they still have an advantage over other civs' Frigates. I feel this keeps England's dominance of the seas, and the Steam Mill provides more power for land, sea, air, and building construction.Thalassicus said:I also went with military-oriented ideas for Japan at first (courthouse, castle, etc), but over the span of weeks of discussion with everyone on the topic (in the Combined thread I believe), I was gradually convinced it's a good idea to provide Japan with more options. The Shrine gives Japan bonus , border expansion, and policies, all of which are useful to some extent for warmongers. Since the goal of these mods is to increase the number of valuable options available to players, it seems reasonable to go with choices that provide more flexibility.
Similarly, I've been trying to pursue ideas the reduce a player's dependency on map-generation luck. Civs with bonuses that rely on a particular sort of terrain (water, forests, etc) will have success or failure rely more on chance (or choice of map type) than other civs, factors that occur before the game begins rather than decisions made throughout the game.
This is where it really just comes down to personal preference.
Some people like games of luck! The gambling industry is based on that, after all. Others like games with less luck involved, like chess. As a matter of my own personal preference, I prefer shifting CiV from luck-based to skill-based, which is why I love CiV's choice-driven great person generation, and am also hesitant to implement a water-restricted UB.
With the strategic resource changes, Russia is really powerful now.
Can we change its ability to give +50% instead of +100%?
The border expansion modifier currently only works on a global level so don't bother using the xml value, you're like to break things (and yes, this means the Krepost is bugged).
No, what I mean is that now strategic resource constraints actually bind.I think I know what you mean - that the new 2-yield resource tiles give it a big boost.
No, Russia was *boosted* because its power became relatively more important. 12 horses vs 6 is unimportant, but 4 horses vs 2 is very important indeed.From that perspective, couldn't it be argued that Russia has been nerfed at least as much as the other civs?
Yes, I think so. Everyone else is building armies of mostly pikes and catapults, I can build an army entirely of longswords knights and catapults.is their mod-based improvement enough to catapult them above the top tier?
In vanilla, Russia was mediocre because extra iron, horses and uranium was not that powerful, because you already had more than you need...
No, Russia was *boosted* because its power became relatively more important. 12 horses vs 6 is unimportant, but 4 horses vs 2 is very important indeed.
Why did you have a terrain deficit? Do you just mean their start position?
Build lots of river-plains farms, its easy to get decent pop.
What mapscript? I find start positions vary a lot based on mapscript and particular start.
I don't find Russian starts particularly bad.
In fact, I find plains starts still generally superior to grassland starts, particularly with golden ages.